Author Topic: cl_maxfps question  (Read 5601 times)

Offline VaeVictis

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cl_maxfps question
« on: May 05, 2010, 09:33:23 AM »
Just wondering what the actual noticable difference between a low cl_maxfps and a high cl_maxfps is, besides being able to jump onto 64 unit crates

I am NOT a jump player and play almost entirely tdm and 1v1, i dont even care about doing all my double jumps manually and use a script most the time (although i can do every jump i do without it), i dont care about being the best defragger out there i just need to be able to do jumps that will help me win a duel, BUT i find some jumps are hard to land consistantly, and some jumps i find hard to do at all (manually or with my script)

I use a cl_maxfps of 125 and have asked around seeing a lot of good players using a cl_maxfps of about 66 or 90
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Offline travolta

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Re: cl_maxfps question
« Reply #1 on: May 05, 2010, 10:24:03 AM »
silly rabbit, scripts are for tricks.

cl_maxfps 100  with refresh rate of monitor 100hz and vsync on for smooth play and big box jumps possible.
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if i was able to play here on even ping i would probably be in the top 5 insta players easily.

Offline reaper

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Re: cl_maxfps question
« Reply #2 on: May 05, 2010, 10:32:53 AM »
there is a difference, it's not big 60 is very playable
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Offline VaeVictis

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Re: cl_maxfps question
« Reply #3 on: May 05, 2010, 02:08:10 PM »
silly rabbit, scripts are for tricks.

cl_maxfps 100  with refresh rate of monitor 100hz and vsync on for smooth play and big box jumps possible.

well i just use a script because i prefer it that way :) its honestly a preference issue, you still have to line the jumps up perfectly and such, and many people cant even use a script

i have my r_maxfps set to 1000 so i get >500 fps all the time rendering, im just wondering about the physics end, any benefits to lowering my cl_maxfps??

im actually beginning to think that catching stairs as i go up them if im going at an angle could be caused by my high cl_maxfps because i havent had it happen with a lower one when i was just screwing around, though that could just be by chance...

would lowering it make jumps easier? harder? exactly the same?
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Offline The Happy Friar

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Re: cl_maxfps question
« Reply #4 on: May 05, 2010, 07:03:44 PM »
r1q2 separated the visual FPS with the game FPS (similar to Doom 3) so it's different with that client.

But no reason to apologize for scripts: it's as legit as modifying skins, models, sounds & console variables.  :D
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Offline Frank Burnside

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Re: cl_maxfps question
« Reply #5 on: June 05, 2010, 12:59:25 PM »
I use cl_maxfps 120 with vsync on with 120hz monitor. I have a bind on my mouse wheel to drop down to cl_maxfps 90 for all the crate jumps.  :rockon:
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